class TG_GameInfo extends UDKGame;

var() const Archetype TG_PlayerPawn PawnArchetype;
var() const archetype TG_MeleeWeapon SwordArchetype;

function Pawn SpawnDefaultPawnFor(Controller NewPlayer, NavigationPoint StartSpot)
{
    local Pawn SpawnedPawn;

    if (NewPlayer == none || StartSpot == none)
    {
        return none;
    }

    SpawnedPawn = Spawn(PawnArchetype.Class,,, StartSpot.Location,, PawnArchetype);

    return SpawnedPawn;
}

event AddDefaultInventory(Pawn P)
{
    local TG_InventoryManager TInventoryManager;

    super.AddDefaultInventory(P);

    if (SwordArchetype != None)
    {
        TInventoryManager = TG_InventoryManager(P.InvManager);

        if (TInventoryManager != None)
        {
            TInventoryManager.CreateInventoryArchetype(SwordArchetype, false);
        }
    }
}

DefaultProperties
{
    PawnArchetype=TG_PlayerPawn'TG_Content.Archetype.PlayerPawn'
	HUDType=class'TG_InterfaceHUD'
	DefaultPawnClass=class'TG_PlayerPawn'
	PlayerControllerClass=class'TG_PlayerController'
	SwordArchetype=TG_MeleeWeapon'TG_Content.Archetype.Sword'
}
